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Questions tagged [game-loop]

The central code loop responsible for handling the running gameplay. At its most basic state, it accepts input, resolves the actions of entities, and renders the scene.

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My game loop looks roughly like this: ...
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I am a web and mobile app programmer. Compared to web and mobile app source code, I haven't seen much game programming source code. In web applications, all elements are essentially static (?), and ...
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I'm building a 2D game from scratch using C++ and OpenGL, but I've run into a frustrating issue: a simple sprite moving from left to right occasionally stutters. Tracking down the cause has been ...
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I'm doing a JS game with hundreds of moving physical particles. I've read the famous "fix your timestep" article. So far I've implemented basic prototype with janky game loop tied to FPS and ...
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I'm having a really hard time understanding Threads and their contents. What I'd like to have is a main game object (which I have) and a loop, where I can measure the time it takes for two threads to ...
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I have an SFML programme using window.setFramerateLimit() to determine the time step of the game. I have a game loop that looks like this: ...
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I've been working on my own game engine for some time, I ideally need a way to create global function implementations to make it easy to do things within the game loop. Heres an example: ...
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Why is toggle group after default time in the default script execution order in Unity?
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I have an custom Game Engine, made in C++ and made in Microsoft Visual Studio 2019. Currently, this Game Engine has a .sln with the following projects: TheGameEditor, which is the current entry point ...
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I am thinking about where to call the physics simulation. The current situation is that I first update the entities and then the physics immediately before rendering. As you can see in the following ...
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I used game engines that are capable of cross-platform export: Cocos Creator, Godot, Unity, others. Some game engines have this thing, called "physics update" or "fixed update". ...
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I have the following case: I have a class called App.cs and here I have a function called Render, that runs once every frame: ...
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I'm working on a 2D tile-map RPG with C++17 and SDL2 + SDL_Image. There are daily cycles, weekly cycles and seasons. Even a kind of weather engine provides atmosphere. The moods and times of day are ...
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I decided to learn about building games, so I picked up C# to use it along with Windows Form - I already have C# experience, so that was the main reason I did so. That said, I tasked myself to build a ...
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I'm making an Idle RPG with a roguelite element. I want this game to be a true idle game and not like most other idle games where you have to click an upgrade every 10 seconds to keep progressing. It'...
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Currently looking and reading about entity component systems, and just wanted to ask about who 'owns' or where the components are registered. I would have thought that each entity has a collection of ...
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I watched a recent YouTube video about deltaTime and at around 3:50 the author talks about how it is calculated. He goes on to claim that it is NOT The time elapsed between the frame currently being ...
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Basically title. Let's say, for example, I walk into Room, and Event A happens. Next time I enter Room A, Event B happens, because Event A already happened. I don't actually want to save this ...
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I want to structure my program as shown in the first two images, but I don't know how to get make two game loops happening simultaneously. The arrows show the flow of data. ** I figured that having ...
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I have a game loop that simply iterates through every entity and calls entity.update() ...
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So an object has a position, velocity, and is affected by gravity. ...
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I have been bashing my head of an extremely simple case in my C++ game and would like some help. I have been researching about game loops, variable & fixed timestepping, rendering interpolation, ...
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The problem: Let's say we want to create top down MMORPG in browser, and we started with implementing movement of your character. Okay, so how it works? Character gets inputs and compares if they are ...
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U'm currently trying to develop a 2D RPG similar to early Final Fantasy titles for the NES. Up until now I've been reading C++ tutorials on SDL2 and doing my best to convert the concepts into OCaml. ...
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I'm looking for help because there is one thing from the game loop which I don't clearly understand. I'm in some way of doing implementation of my own 2D game engine based on book „Build Your Own 2D ...
Jakub Kowalski's user avatar
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PeekMessage, TranslateMessage, and DispatchMessage often take a long time (sometimes more ...
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As far as I know, most game loops are executed in the following order: Process user input Update (once per frame) Physics (also known as fixedUpdate, 0 to N times ...
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This is my first foray into game-dev and I only have webapp experience professionally. I'm creating a browser game in nodejs/react. It is mostly text-based, so no intensive graphics (think chess.com ...
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I wanted to understand how a strategy game like Clash of Clans would implement the attack. Clash of clans is just an example I am taking but I am interested in understadning logic of attack in any ...
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Say I have a game running at some number of frames per second on a 60 Hz monitor. I would like to display my frames correctly in the sense that the in-game time difference between two consecutive ...
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Been learning my first platformer game based on this tutorial. I decided I wanted to go off book and make it so the player could jump a second time before hitting the ground. I used the blit function ...
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I am in the process of writing a 2D game in Rust, and decided to use glium for the graphics part. So far I'm doing fine, able to render textures and shapes ...
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I'm trying to make a simple console application and don't want to use Unity, but I want to implement a timer, so I would want to use Time.deltaTime.
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I'm trying to develop my first ever browser-based multiplayer game that utilizes my own websocket server which has no multi-threading capability. It will be a game where players try to be the fastest ...
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I'm starting to develop some simple 3D game. The basic topic for a start is the game loop. There is a solution: ...
 darro911's user avatar
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I am a bit confused on how user input is actually received and processed behind the scenes in a game engine. Let's say I have a simplistic game loop as follows... ...
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I'm making a multiplayer game with a Node.js server, and I'm searching for how to write the game loop. I'm currently using a setinterval every 15ms, but someone ...
Wild Royal's user avatar
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1k views

I wrote some games years ago, and they were always in sync with the main thread. So, for example if the monitor refresh rate is 60 Hz it would look like below. ...
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My code does not work correctly. SurfaceView shows a black screen instead of Bitmaps. I make a game loop that doesn't depend on CPU, like Fix Your Timestep!, but I can't get it to work. ...
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Could you suggest an implementation of a game loop with interpolation for SurfaceView and thread? i have this, but it doesnt work. ...
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793 views

In my simulation, if an object is inside another object, it imparts a force proportional to the distance inside the object (basically a separation force). I am having an issue though where the ...
Ryan Peschel's user avatar
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1 answer
324 views

I'm currently developing my first game. I had the idea to do something similar to the old browser games like Ogame, Travian, etc (with some differences though), and I'm kind of unsure about how to ...
Alta's user avatar
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1 vote
3 answers
1k views

I am working on a "life simulator" resource-management game where the player has to go to work, go studying, pay rent,... and basically increase his resources and use them to unlock perks, ...
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I was just learning game programming concepts and was confused on what is the correct way to handle user inputs. I am used to javascript, so all the below snippets are in js but I assume the concepts ...
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I want to be able to render sf::CircleShape (representing pointwise charges) when pressing mouse buttons on the window. The problem is easy enough, however the ...
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2 answers
272 views

Question about game engine object oriented design. Let’s say I have an engine with a main loop, and many handlers that will be executed by the main loop every time on next iteration of main loop. So ...
Dmytro Brazhnyk's user avatar
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1 answer
211 views

What are the advantages of using multiple game loops instead of one? Assume Level1, Level2, Level3. These levels may bring totally different problems and needs and they may also be completely separate,...
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2 answers
282 views

Here is the main loop that I currently have (and it does work perfectly): ...
HeatSync's user avatar
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1 answer
711 views

I'm trying to create a turn based multiplayer online game where players can be grouped in a room/lobby and play (similar to Ludo but number of players can be more than 4). There can be multiple such ...
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